rsc3/doc-schelp/HelpSource/Classes/LFDNoise1.schelp

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class:: LFDNoise1
summary:: Dynamic ramp noise
related:: Classes/LFClipNoise, Classes/LFDClipNoise, Classes/LFDNoise0, Classes/LFDNoise3, Classes/LFNoise0, Classes/LFNoise1, Classes/LFNoise2
categories:: UGens>Generators>Stochastic
Description::
Like link::Classes/LFNoise1:: , it generates linearly interpolated
random values at a rate given by the code::freq::
argument, with two differences:
list::
## no time quantization
## fast recovery from low freq values footnote::
link::Classes/LFNoise0:: , link::Classes/LFNoise1:: and
link::Classes/LFNoise2:: quantize to the nearest integer division
of the samplerate, and they poll the code::freq::
argument only when scheduled; thus they often seem to hang
when freqs get very low.
::
::
If you don't need very high or very low freqs, or use fixed freqs,
link::Classes/LFNoise1:: is more efficient.
classmethods::
method::ar, kr
argument::freq
Approximate rate at which to generate random values.
argument::mul
Output will be multiplied by this value.
argument::add
This value will be added to the output.
Examples::
code::
// try wiggling mouse quickly;
// LFNoise frequently seems stuck, LFDNoise changes smoothly.
{ SinOsc.ar(LFNoise1.ar(MouseX.kr(0.1, 1000, 1), 200, 500), 0, 0.2) }.play
{ SinOsc.ar(LFDNoise1.ar(MouseX.kr(0.1, 1000, 1), 200, 500), 0, 0.2) }.play
// LFNoise quantizes time steps at high freqs, LFDNoise does not:
{ LFNoise1.ar(XLine.kr(2000, 20000, 8), 0.1) }.scope;
{ LFDNoise1.ar(XLine.kr(2000, 20000, 8), 0.1) }.scope;
::